|
Author |
File Description |
Zanzard Lothar |
Posted on 12/09/00 @ 12:00 AM
File Details |
Version: |
Age of Kings 1.0 |
This Ai file has been created by Zanzard Lothar.
Email: zanzard@hotmail.com
Installation: Just unzip the two files in the AI subfolder of the AOK main folder.
This file should work properly in AOK and in AOK:TC.
The author would like to thank the Rasher, Herodotus, Magnus and Ingo Van Thiel for the help they provided in making the first Immobile Units AI.
This Ai is supposed to make the Ai's villagers and military units stand still doing nothing.
If enemy units come near the military units of the AI, the military units will move and attack the enemy units and then stand still again if the enemy units leave their sight or are vanquished. Military boats also should behave like this.
Kings, villagers and transport ships of the AI will stand still and will try to run away if attacked. Units of the AI will execute orders given to them by triggers (at least most of the time).
Feel free to use this AI in any scenario of AOK, and feel free to edit it to suit your needs. The author is not responsible for any problems created by edited version of this AI file.
The Immobile Units AI comes with an extra feature: you can choose one of the 8 different kinds of behavior that the AI units will have about ranged units. To choose one of these, go to the "Terrain" tab of the map editor and under "Ai map type" choose one of the following:
Archipelago: Ranged units tend to fight in a hit-and-run manner.
Baltic: Units try to dodge enemy missiles that are shot against them.
Black forest: Units try to do both of these 50% of the time.
Coastal: Ranged units tend to fight in a hit-and-run manner and units try to dodge enemy missiles that are shot against them 50% of the time.
Continental: Ranged units tend to fight in a hit-and-run manner 50% of the time amd units try to dodge missiles that are shot against them.
Fortress: Ranged units tend to fight in a hit-and-run manner 50% of the time.
Gold Rush: Units try to dodge enemy missiles that are shot against them 50% of the time.
Highland: Units will always try to do both of these things.
Any other map: Units will mostly not try to do neither of these.
If the units are set to try to dodge enemy missiles shot at them, they will probably succeed more with slow shots, like trebuchets and mangonels, than with fast ones, like archers.
The TRUE map type does not matter with the Immobile Units AI. For example, you can create a water-based map and choose the "black Forest" setting for the AI type without any problems, just as you can create a land-based map and choose the "archipelago" setting for the AI.
What Immobile Units AI GOLD cannot provide:
-Immobile fish boats (fish boats will not tend to stand still).
-Immobile trade carts (to keep them still, make sure the player with the trade-cart has no markets, or that this player has no markets to trade with).
-Trade cogs will behave just like trade carts, though they trade with docks.
-Monks will pick up relics provided that they have a monk and a monastery and they can see the relic.
-If the computer player has a single villager, the villager will not stand still.
-If the computer player has a king and a building that can be garrisoned, then the king will try to garrison at this building, regardless of how far the building is from the king.
If you find any other bugs or observations about the AI, post them as a comment on the description page of this AI file on AOKH blacksmith.
Thank you for your interest in the Immobile Units AI GOLD! |
Pages: « First « 1 [2] 3 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
scythe24 |
Posted on 06/26/05 @ 10:10 AM
Sorry. Didn't know that. Thanks Jerker! |
AOE Inferno |
Posted on 07/03/05 @ 06:17 AM
i got both files in the folder but they still move and i get that error , how do you activate the ai?? |
Joan of Florida |
Posted on 08/20/05 @ 10:42 PM
With the added feature (change the ai map type and the ai acts differently), this is the best immobile units Ai I've seen. Keep up the good work, Zanzard! |
smittens |
Posted on 09/15/05 @ 06:43 PM
Whever I try to run these in a Scenario Editor test, AoK crashes and it gives me an error message. Is this just because I'm on a mac? |
Berserker Jerker
Official Reviewer |
Posted on 09/16/05 @ 05:08 AM
Mac users cannot save a scenario that has an AI assigned to a player, it will cause the to game crash. When you click test, the computer saves the file automatically and crashes the game. |
smittens |
Posted on 09/16/05 @ 07:13 PM
Wait, you mean player like me or player like "Player 2" even though its CPU? |
Cataphract_Fan (id: cataphract_fan) |
Posted on 06/28/06 @ 07:32 PM
This is a great ai It works well for me.
5.0. |
Arfazm |
Posted on 10/12/06 @ 11:52 AM
Very good AI, even though i haven't used many, i find this very usefull, hope you don't mind if i use it in a scenario im trying to make.
I found no bugs and no unit that moved out of place (Except fishing boats - damn fishermen). I also think it's great the way the ranged units have a different AI in the type of map. Especially usefull for cutscenes and some campaigns, one of those MUST downloads. If you haven't got it, Get it! Only thing i find as a problem is that kings go directly to hiding lol, that can be a bit of a problem but theres no easy way to fix that so this still gets top marks. I seem to only comment on the things i like best and you have that best of AI. |
Dantares IV |
Posted on 12/18/06 @ 06:32 PM
Very useful. Good job. |
drillhead |
Posted on 02/25/07 @ 09:18 PM
I need help I used normal Immoblie AI(not gold) and it doesn't work with more then one player. HELP! |
Pages: « First « 1 [2] 3 » Last » |
HGDL v0.8.2 |
Statistics |
Downloads: | 12,907 |
Favorites: [] | 6 |
Size: | 2.14 KB |
Added: | 12/09/00 |
|